Las misiones de la isla están disponibles en las islas con aldeas agrícolas. Estas misiones te permiten afrontar los retos que se escalan con tu progreso en el juego, se recompensan con objetos de valor, lo que te permite obtener las monedas de la guerra y de la sabiduría, que se pueden utilizar para subir de nivel héroes.
A partir de 3-mayo 2017 este sistema se volvió a trabajar, con el fin de mantener estas misiones atractivas para los jugadores en todas las fases del juego.
Resumen de cambios
El objetivo principal de la isla de trabajo era la búsqueda de misiones en la isla con mejor progresión para el jugador, para hacer búsquedas más desafiantes y recompensas más valiosas. El enfoque adicional fue puesto en la eliminación de algunos inconvenientes y bloqueadores, así como mejorar el diseño general de la función para que sea más comprensible y conveniente.
Los cambios fueron implementados en varias oportunidades, para permitir la prueba y los cambios después de las sugerencias de los jugadores. Algunas veces, sólo estaban disponibles para las pruebas en los mundos beta, mientras que otras también se llevaron a cabo en los mundos vivos.
Con el primer cambio, el uso de unidades míticas para las misiones que pedían enviar tropas fue habilitado, el cálculo de las monedas de la guerra y la sabiduría se cambiaron tomando en consideración la velocidad del mundo y el de refuerzo de efectos de unidad, fueron ajustados para permitir un mayor equilibrio.
Los ajustes adicionales se hicieron de manera de determinar la dificultad de cada misión. Sólo se toma la ciudad más grande en una isla en cuenta para que las ciudades de nueva fundación no dieran como resultado misiones fáciles y recompensas por lo tanto menos valiosas.
For the second iteration, island quest difficulty calculations were changed to be determined by game progression. The goal was to achieve a better scaling of quests and rewards. From 250,000 points onward, new challenges and better rewards are offered.
Furthermore several in-game rewards were adjusted to allow for better balancing, e.g. with resource bonuses regaining value in later game phases. A special focus was put on island quest rewards to ensure that their value remains similar across all reward types, to not push players to only finish certain quests and drop others.
In the third iteration, the algorithm that defines when and how often island quests appear was adjusted to enable everyone who was absent for longer periods of time to start working on island quests soon after their return to the game.
In the fourth iteration, feedback was considered and several bonus effects became non-stackable after these effects became too powerful when activating several at the same time.
With the fifth iteration, quests will be moved to appear inside the regular quest log. This change enables everyone to see all island quests at a glance, instead of being required to check the city overview for new available quests.
The list of individual changes to items, calculations and effects is exhaustive. The following list should give you an overview about the most important changes.
|Feature||Old System||New System|
|Quest objective: Rally Troops||No mythical units can be sent.
Objective asks for a certain amount of troops to be dispatched.
|Mythical units can be sent.
Objective asks for troops equivalent to population amount to be dispatched.
|Difficulty calculation for Island Quests||Average points accumulated with all cities on an island are used to determine difficulty.||Points accumulated with farthest progressed city on an island is used to determine difficulty.|
|Possible difficulty levels for quests||18||24|
|Game progression levels||3||4|
|Quest appearance intervals||2, 4 or 8 hours
Dependent on game progression level.
|2, 4, 8 or 12 hours
Dependent on game progression level.
|Quests after more than 24 hours of absence||Appeared only after set interval.||At least one quest available after login.|
|Maximum amount of quests present at the same time||10||6|
|Maximum amount of quests accepted at the same time||4||3|
|Areas to determine available island quests||City overview & island||City overview, island & quest log|
Some item changes affect rewards that are available in several areas of the game, not only within the island quest system.
The following items had their values adjusted when given through in-game events and island quests. This does not affect items obtained via promotions or shop offers. Furthermore there are different calculations for coin rewars earned through island quests.
Unit Reinforcement Calculations
Base values of some Unit Reinforcement effects were increased in order to keep them balanced throughout all progression levels and gained unit amounts close to previously known numbers.
|Item||Base value (old)||Base value (new)|
The values of Unit Reinforcement effects are determined as follows: base value*world speed*game progression factor.
Difficulty Levels and Rewards
The main focus of the island quest rebalancing was to make sure that quests remain equally challenging and rewarding throughout all levels. Therefore a big portion of changes was made in regards to difficulty levels and rewards.
Quest difficulty is determined by game progression level and progression of the biggest city on an island.
|Game progression level||Points acquired (old)||Points acquired (new)|
Previously there were only 3 progression levels in place. This amount has now been increased to 4. Additionally a 10th challenge factor was added that is used to better determine the rewards for each quest.
Furthermore the required city points for each level have been adjusted to no longer take the average amount of points across all cities on an island into consideration. Just the biggest city on each island is used to determine the challenge factor for quests on that island.
|Quest challenge factor||Average points (old)||Biggest city points (new)|
Quest difficulty is calculated with the following formula: game progression level * quest challenge factor.
Island Quest Reward Changes
All rewards should be equally valuable across all game stages to prevent cherry-picking of quests.
The following table shows old and new reward types and their effects for comparison.
Any of the shown effects with rare or epic versions can no longer be stacked with their regular counterparts. Upon activation of a more powerful effect (normal < rare < epic) players are prompted to confirm that the existing effect will be overridden with a more powerful one.
Apart from the effects shown, this also applies to select other effects that cannot be obtained through island quests: Heightened Senses and Divine senses, Improved resource production (rare, epic) and Improved favor production (rare, epic).
Along with the aforementioned changes to difficulty levels and rewards, additional adjustments have been made to the user interface, some of the quest objectives and specifically the negative effects that can be activated as quest objectives.
The following objectives for agressive and peaceful paths have been adjusted:
|Objective||Area of change||Old||New|
|Rally Troops||Unit types to dispatch||Regular units||Regular units, mythical units|
|Number of required units||Fixed number of units||Fixed population number|
|Attacking units||Number of units to defeat||Fixed value (by difficulty)||Depending on world speed (Speed^0.8)|
|Loot distribution||First player to attack receives most loot||Same loot distribution for all players|
|Defending against units||Number of units to defend against||Fixed value (by difficulty)||Depending on world speed (Speed^0.8)|
|Wait||Time to pass||5 minutes - 9 hours||4-16 hours|
Tasks asking players to bear a negative effect have been adjusted to have more of an impact for resource productions and less of an impact on attack and defenses.
|Negative effect||Old values||New values|
|||-10% per hour|| No longer available
(irrelevant with Battle point villages)
Furthermore it is no longer possible to have the following quest objectives appear within the same quest: Attack and Rally Troops. This is to ensure that cities focused on the recruitment of ships always have at least one option to choose for an island quests. Attack and defense objectives are still possible at the same time as defense can be mastered by sending supporting units from other islands.
Quest Appearance & Limits
The cooldown times of island quests have been adjusted. Depending on your progression in the game, a new island quest may appear every 2, 4, 8 or 12 hours. Furthermore mechanics have been adjusted so that there is always at least 1 quest available if you have been absent for more than 24 hours.
The maximum amount of available island quests has been reduced from 10 to 6. Additionally only 3 island quests can be accepted at a time, instead of 4.
Island quests are going to be displayed in the quest log, making them available at a glance.
Consequently, open quests will no longer displayed at the right hand side of the screen.